1. Update 1.1 - Hotfix #1
  2.  
  3. Fix birthrate crisis effect active on other saves when enabled once on a quest step
  4.  
  5. v1.1 Update Out Now!
  6. Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!
  7.  
  8. We hope you enjoy this final major update and can’t wait to hear your feedback!
  9.  
  10. New difficulty Mode: Hard mode named Resilience Mode
  11.  
  12. +10 temperature on whole map in hard mode
  13.  
  14. Plants die faster in Resilience mode (slower in Harmony mode)
  15.  
  16. Plants give less ressources in Resilience Mode and more in Harmony mode
  17.  
  18. Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode
  19.  
  20. Refresh city score when changing difficulty
  21.  
  22. Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)
  23.  
  24. -20% asked resources on Harmony mode
  25.  
  26. +20% asked resources on Resilience mode
  27.  
  28. Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)
  29.  
  30. -20% on Harmony mode
  31.  
  32. +20% on Resilience mode
  33.  
  34.  
  35. New freemode map named Orphan Peak
  36.  
  37.  
  38. Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)
  39.  
  40.  
  41. New City Events
  42.  
  43.  
  44. 9 news city events :
  45.  
  46. Down by the River
  47.  
  48. Malnourished
  49.  
  50. Get Cooking!
  51.  
  52. Split
  53.  
  54. Decentralizing
  55.  
  56. Research Proposals
  57.  
  58. Sharing is Caring
  59.  
  60. Motivation
  61.  
  62. Gathering of the Sages
  63.  
  64. Satisfaction events’ system adjusted to prevent starting a new event just after completing one
  65.  
  66.  
  67. Input Inventory Management
  68.  
  69.  
  70. New option to change input inventories’ capacity for production modules
  71.  
  72.  
  73. New Icons and Tooltips in Objectives
  74.  
  75.  
  76. Clicking on an objective that asks to unlock a research opens the research screen with it selected
  77.  
  78. Add Icons in quest objectives for the following items:
  79.  
  80. Needed resources now have their affiliated icon before the resource’s name (material and immaterial)
  81.  
  82. Tablet now have a tablet icon before the “Tablet” word
  83.  
  84. Satisfaction threshold have the related satisfaction icon before the satisfaction names
  85.  
  86. Orders (harvest and analysis) now have the related icon before the order’s name
  87.  
  88. Needed research now have a generalist research icon before the research’s name
  89.  
  90.  
  91. Balancing
  92. Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)
  93.  
  94. +4 adults & +3 child
  95.  
  96. Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°
  97.  
  98. Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above
  99.  
  100. Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign
  101.  
  102. Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range
  103.  
  104. Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite
  105.  
  106. Art Workshop from “30 Brick” to “20 Composite”
  107.  
  108. Music Workshop from “50 Brick” to “30 Composite”
  109.  
  110. The citizen reward in exploration is now based on game time progression
  111.  
  112. Added a recipe allowing production of Boreal Rock in the Sand Factory
  113.  
  114. “5 Protection” + “20 Water” give “80 Boreal Rock”
  115.  
  116. Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)
  117.  
  118. Changed spread of Cotton Sprout and Water Gourd
  119.  
  120. Reduced Cotton Sprout max cluster size
  121.  
  122. Cotton Sprout spread time increased from 10 to 15 days
  123.  
  124. Water Gourd apparition time increased from 20 to 25 days
  125.  
  126. Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn
  127.  
  128. Modified scenario Beacon in the Sand of the Anchorage campaign
  129.  
  130. Reduced Salt Drop Trees and Diluvian Bush cluster size
  131.  
  132. Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season
  133.  
  134. Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)
  135.  
  136. Sand Extractor also reducing mineral in is range by 6 (excluding core cell)
  137.  
  138. Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)
  139.  
  140. Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”
  141.  
  142. Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags
  143.  
  144. Modification to support map start :
  145.  
  146. added 3 Child to every map at the start
  147.  
  148. balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables
  149.  
  150. New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs
  151.  
  152. The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building
  153.  
  154. Adding a "TextColor" field on the TerrainProperty class
  155.  
  156.  
  157. Added player thanks to credits
  158. For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.
  159.  
  160.  
  161. Interface & Feedback
  162. Placing a building will now display its entry point to help place a building correctly
  163.  
  164. Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource
  165.  
  166. Added warning icon and tooltip text when a plant is dying in its UI
  167.  
  168. Dead plant only display its health state if it can revive in plant panel
  169.  
  170. Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range
  171.  
  172. Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating
  173.  
  174. Rectangle ranges are now shown as "width x length"
  175.  
  176. Exploration zone pins now display a quest icon if an objective is asking the player to explore it
  177.  
  178. Sort resource trades by result in Bartering Outpost
  179.  
  180. Splitted toxic plant condition in multiple condition for better feedback
  181.  
  182. Added animation when a resource trade is performed
  183.  
  184. Added new feedback on production buildings indicating when its production is stopped because of the weather
  185.  
  186. Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value
  187.  
  188. Modifying text display on world space feedback for production building that are stopped during dry season
  189.  
  190. New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively
  191.  
  192.  
  193. Bugfix
  194. Fixed a bug where plant were not dying when being sick during a long time
  195.  
  196. Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active
  197.  
  198. Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)
  199.  
  200. Fixed a bug where plants would spawn dead
  201.  
  202. Fixed a bug where road on irrigation canal destruction only giving back one boreal rock
  203.  
  204. It is now not possible to select road or canal worksite
  205.  
  206. Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)
  207.  
  208. Fixed research unlock description for harvest task
  209.  
  210. Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature
  211.  
  212. Fixed a bug where building with 4 orientations stay at the same orientation when moving it
  213.  
  214. Fixed dropped resources hover info and feedbacks order
  215.  
  216. Fixed hover sometimes not showing resource name
  217.  
  218. Fixed a bug where it was not possible to zoom or click behind order pins
  219.  
  220. Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction
  221.  
  222. The tooltips are now hidden when moving camera
  223.  
  224. Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu
  225.  
  226. Fixed texts with white squares on tooltips in smaller ui scale values
  227.  
  228. Fixed a bug where the mouse cursor could stay in “move mode” in the main menu
  229.  
  230. Citizens will now go heal in closest available infirmary instead of first built one
  231.  
  232. Fixed plants in wrong state when loading a game while being in a paused game
  233.  
  234. Various fixes on roads and canals placement :
  235.  
  236. Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump
  237.  
  238. Allow to build road on canal right next to a pump
  239.  
  240. Fixed invalid tiles when placing roads or canals
  241.  
  242. Fixed main menu background size for certain resolutions
  243.  
  244. Fixed camera snap when moving camera with keys while mouse button is pressed
  245.  
  246. Fixed "have 6 maxed districts" achievement activating with founders place
  247.  
  248. Fixed some cases where research module selected panel had misplaced bar cursor
  249.  
  250. Fixed plant tooltip tags text when it needs two lines
  251.  
  252. Fixed unable to correctly use saves when game folder is read only
  253.  
  254. Fixed district upgrade button’s text appearing on two lines in japanese
  255.  
  256. Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses
  257.  
  258. Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.
  259.  
  260. Fixed Cactus Shrub not showing conditional resources on shell order
  261.  
  262. Fixed city event consequence to lose or gain citizens not correctly displayed
  263.  
  264. Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective
  265.  
  266. Deleting macro save won't delete all autosaves anymore
  267.  
  268. Fixed citizen shadowing on sand factory
  269.  
  270. Fixed graphical issues on hall of wise
  271.  
  272. Fixed Spiketree outline
  273.  
  274. Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order
  275.  
  276. Fixed a bug where it was not possible to build roads on environment decorations props
  277.  
  278. Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)
  279.  
  280.  
  281. Optim
  282. Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)
  283.  
  284.  
  285. Visuals
  286. Trees new sprites added
  287.  
  288. Sunshade tree
  289.  
  290. Hatted tree
  291.  
  292. Bunch tree
  293.  
  294. Spike tree
  295.  
  296. Improved shadow on various plants
  297.  
  298.  
  299. Other Changes
  300. Disabled incompatible option "limit mouse in game area" on MacOS